[ Date Index ] [ Thread Index ] [ <= Previous by date / thread ] [ Next by date / thread => ]
On Sun, Dec 11, 2011 at 3:47 PM, Chris Tipney <chris@xxxxxxxxxx> wrote: > > Again I will need to get more information from the tutors about what they > are after in terms of realism, for now I am just trying to get a idea of the > size of the task assuming for now that the priority is to get the model to > follow instructions in real time. Then concentrate on getting the bones to work, if you have a bone model and can rotate bones about parents and display a simple wireframe of this with joints indicated then you can concentrate on the crux of what you are after. Adding a real mesh to the bones later is just stuff that can be added on to make it pretty (although if you can find a model to start with with mesh and skeleton you are on to a winner) > I know this a 'how long is a piece of string question' but I'm curious to > know how long it took you to get comfortable at working with at OpenGL - > just simple graphics. Although i've got a reasonable amount of programming experience and understood 3d concepts fairly well from years contributing to secondlife, i had stayed away from opengl until i did the avatar rendering. And we pretty much threw that together in a few weeks from nothing with no opengl experience. We did it in .net/mono using OpenTK which provides opengl wrappers for .net (as well as some other things) but for rapid application development and throwing things together, i highly recommend it, but as always languages are a bit of personal taste and experience. Robin -- The Mailing List for the Devon & Cornwall LUG http://mailman.dclug.org.uk/listinfo/list FAQ: http://www.dcglug.org.uk/listfaq